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Are you guys ok? a flame trap of some sort.
spellcraft: 1d20 + 9 ⇒ (11) + 9 = 20just in case i can tell what it was...
There are a few religious sects that require a sacrifice, Boomy...you've heard of some requiting the blood of animals, yes? Similar thing here...but with a much...different result, I think...
assuming Kat has CLW o her list..if not I can use my UMD

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Tabar looks at Boom and nods vehemently.
"I ... I am from the Hao Jin Tapestry originally! A Halfling saved me from human Aspis agents that had enslaved me for over two years!! I ... I will not allow them to do this to me again!! NO!" he says shaking his head.

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Katswiri will take Tabar's wand and heal him and his riding dog. "Here Tabar, allow me."
Katswiri looks around the sauna with a mixture of interest and disgust. "A ritual sacrifice to power magical sandstorms. Despicable. I don't see whatever made the noise you all heard though? Where might it be coming from?"

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"I can't see anyone here, or any way forwards. Perhaps the sound was a trick, to make us open the fire trap? Someone might be watching us."
Boomy screws up his little woody face, his black beady eyes scanning the room.
Take 20 on Perception for 27

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Carlin can make out the way the trap exploded was similar to a Fireball, the others find nothing else of note in the small minaret. Leaving a few doors and a suspicious wall remaining down in the lobby below.

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Claremguard shrugs and descends the steps, pausing to wipe his brow in the heat. "The door then?" he asks.

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"Which one?" Boomy asks.
"Carlin saw something odd about one of those efreeti mouths on the wall. Could be a secret door! We should check that out."
Boom Sticks goes to investigate the secret.
perception: 1d20 + 7 ⇒ (14) + 7 = 21

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The group spots two double doors leading further into the citadel but Boomy further investigates the efreeti decor between them. It appears to actually be a door than can be pulled open by the fang of the facade...but as he draws closer, the left set of double doors begins to push open slightly.
???: 1d20 + 16 ⇒ (10) + 16 = 26
Can I get Sense Motive checks from the group?

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Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12

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sense motive: 1d20 + 2 ⇒ (8) + 2 = 10
btw I've noticed that Boomy has a boon giving him Endure Elements vs heat so no need to expend a wand charge on him ;)

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sense: 1d20 + 3 ⇒ (4) + 3 = 7

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Claremguard SM: 1d20 + 5 ⇒ (9) + 5 = 14
Just to clarify I marked the hidden door with the red "1". The door on the left opened enough to get a peak into the room on the left.
The group doesn't sense anything out of the ordinary, aside from the door on the left slowly opening to show a small peek into the room. The room is lit by torch light and it gleams off a shield above the door on the other side.
How would the group like to proceed?

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"We are being watched! Let's go find the peepers!"
Boomy heads in.

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Sword at the ready, Claremguard follows Boom Sticks to the door.
Updated Boomy and Claremguard positions on map.

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Katswiri lays a hand on Boomy, causing a magical protective field to spring up around him.
Shield of Faith, for +2 Deflection to AC.
"Ready" Katswiri whispers.

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Boom Sticks: 1d20 + 7 ⇒ (2) + 7 = 9
Papa Oxole: 1d20 + 6 ⇒ (19) + 6 = 25
Carlin Ember: 1d20 + 11 ⇒ (15) + 11 = 26
Katswiri: 1d20 + 10 ⇒ (14) + 10 = 24**
Claremguard: 1d20 + 0 ⇒ (1) + 0 = 1
Tabar: 1d20 + 9 ⇒ (14) + 9 = 23
The group moves forward, pushing the remaining door open to reveal what appears to be the citadel's armory. The walls of this room are lined with weapons: crossed halberds, spears, and longswords, all decorated with flame motifs. Two shields with portraits of Moloch towering over the Citadel of Flame sit near the ceiling. A plain obsidian bench sits on the floor, with a skeleton splayed across it. The skeleton’s armor is bedecked in stylized flames, and its scimitar’s hilt is shaped like an idol of Moloch. The room is lit by two torches.
DC 20 Perception:
These are all newly crafted items.
As the group looks over the room, both Papa and Carlin notice a viewing hole disguised underneath one of the weapon racks on the inner wall, likely leading into a central room.

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perception : 1d20 + 9 ⇒ (1) + 9 = 10
”Can someone detect magic here?!“ the little ratfolk asks.

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Boomy steps in.
perception DC20: 1d20 + 7 ⇒ (4) + 7 = 11
When his fellows point out the peep-hole, Boom Sticks scrunches up his woody face and calls out "Hey, come out and show yourself! We know you've been watching us! Come say hi, shake a leaf!"

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Perception: 1d20 + 6 ⇒ (6) + 6 = 12
Òxọ́lé will detect magic with sword in hand.

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perc: 1d20 + 11 ⇒ (11) + 11 = 22
I'm no weaponsmith, but these are newly made...no wear or marks on them...be wary...Carlin says as she points her finding out to the others. She scans for magic with her innate sense.

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Perception: 1d20 + 0 ⇒ (15) + 0 = 15
Claremguard detects evil with sword in hand.

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Perception: 1d20 + 10 ⇒ (16) + 10 = 26
"Skeletons always make me nervous in these types of settings. I've had too many cases of them getting up to attack. Let us disarm this one before we proceed."
Katswiri will cast Detect Magic. If the Scimitar is magical, she will attempt to identify it before taking it, otherwise will take it immediately.
Spellcraft for Identification if necessary: 1d20 + 9 ⇒ (2) + 9 = 11

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The group is able to disarm the skeleton with ease, and find some valuable armaments to return after their mission.
Claremguard and Papa will both get faint auras through the peephole, as a voice calls back to Boomy.
"No!" he answers with a fiery tone and...a fiery beam through the peephole.
Ray: 1d20 + 4 ⇒ (4) + 4 = 8
Damage (Fire): 1d6 + 3 ⇒ (1) + 3 = 4
However, his beam struggles to hit through the smaller view-hole.
---
Boom Sticks: 1d20 + 3 ⇒ (5) + 3 = 8
Papa Oxole: 1d20 + 1 ⇒ (2) + 1 = 3
Carlin Ember: 1d20 + 6 ⇒ (3) + 6 = 9
Katswiri: 1d20 - 4 ⇒ (5) - 4 = 1
Claremguard: 1d20 + 0 ⇒ (17) + 0 = 17
Tabar: 1d20 + 5 ⇒ (4) + 5 = 9
GS: 1d20 + 2 ⇒ (2) + 2 = 4
---
With words not working, the group now must find a way to confront the mysterious person within the room. Entering Initiative mode since he is now actively attempting to attack the group.
---
Encounter Round 1: Bold may act.
Boomy
Tabar
Carlin
Claremguard
Hidden Assailant
Papa
Katswiri

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Tabar casts mirror image.
images : 1d4 + 1 ⇒ (1) + 1 = 2
He then moves forward.

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Boomy shakes his head vigorously at Tabar. "Not that way! " He gestures back outside with a vine. "We take the peepy-shooter this way!"
Leading by example, Boom Sticks steps back outside and pulls the secret-tooth-door open. I assume two move actions.
I think it's more likely we'll find the shooter by going through the secret door, rather than deeper into the building where we may end up triggering multiple encounters.

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With no clear avenue of attack, Claremguard moves to a corner in an effort to avoid being an easy target. He continues to concentrate in an effort to determine how many auras he can sense to know how many foes the party may be dealing with.

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Makes sense, Boomy...open the door and I'll deal with the fool... readying an action...if the door opens this round and i can see the guy, i'll blast with a magic missile...
MM: 2d4 + 2 + 1 ⇒ (1, 3) + 2 + 1 = 7+1 from havoc of the Society trait

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Boomy's instinct rings true as he pulls the efreeti door open revealing a older man in a center room, the new foe snarling at the due that have appeared. Then he is battered by a barrage of magic missles.
Claremguard only sense the one aura in the rooom.
Seeing the threat before him, he sends a dazzling display of lights at the foes.
Boomy Will: 1d20 + 4 ⇒ (13) + 4 = 17
Carlin Will: 1d20 + 6 ⇒ (4) + 6 = 10
Stun: 1d4 + 1 ⇒ (1) + 1 = 2
Boomy pushes off the effects of the sensory overload but Carlin's focus leaves her stunned.
---
Encounter Round 1 & 2: Bold may act.
Boomy
Tabar
Carlin (Stunned for 2 turns)
Claremguard
Hidden Assailant
Papa
Katswiri

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"SHOULDN'T HAVE DONE THAT, BAD FLESHY!" Boomy shouts at the old man, just as angry or more than he! The black-powder spirits of the Mana Wastes rise up with Boom Sticks as the leshy drops his hammer and draws his six-shooter pistol. But instead of shooting Boom Sticks runs right up to the man!
Up close with the angry mage, Boomy aims a punch at him with his steel-shod-vine fist whilst the spirits batter the enemy.
cestus, rage: 1d20 + 10 ⇒ (7) + 10 = 17magic silver damage: 1d3 + 5 ⇒ (3) + 5 = 8
spirit totem: 1d20 + 5 ⇒ (14) + 5 = 19negative energy damage: 1d4 + 1 ⇒ (2) + 1 = 3
Boomy has combat reflexes so I'll roll a couple of AoOs in case the mage triggers them.
cestus AoO: 1d20 + 10 ⇒ (3) + 10 = 13magic silver damage: 1d3 + 5 ⇒ (1) + 5 = 6
cestus AoO: 1d20 + 10 ⇒ (7) + 10 = 17magic silver damage: 1d3 + 5 ⇒ (2) + 5 = 7
Boomy can make up to 6 AoOs whilst raging (DEX20)

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My eyes! I can't see! You'll pat for that, fool! Once I see your hide. I'm going to blast it across the sands! Carlin says as she starts shouting in a foreign tongue.
if anyone can understand Celestial, she's calling the man's heritage into question...graphically

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Òxọ́lé moves in and hacks at the opponent.
Mithral Longsword: 1d20 + 5 ⇒ (13) + 5 = 18
Slashing Damage: 1d8 + 3 ⇒ (6) + 3 = 9

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"Let us see how this man likes the blade that I little guy can dish out with my Rapier!!" the small ratfolk says.
Tabar moves forward on his riding dog and attacks from the left side!
Free action to ride and riding dog double moves.
Primary attack +1 Adamantine Rapier: 1d20 + 12 ⇒ (18) + 12 = 30
Magic damage: 1d4 + 8 ⇒ (3) + 8 = 11
crit?? : 1d20 + 12 ⇒ (15) + 12 = 27
Crit damage? : 1d4 + 8 ⇒ (1) + 8 = 9
~
He also prepares for an attack with a parry…
+1 Adamantine Rapier Parry, size -2, 1 AoO and 1 panache spent : 1d20 + 12 - 2 ⇒ (12) + 12 - 2 = 22
… and riposte.
Riposte, Immediate action, +1 Adamantine Rapier: 1d20 + 12 ⇒ (1) + 12 = 13
Riposte damage: 1d4 + 8 ⇒ (4) + 8 = 12
Rapier +12 (18-20/×2) To hit: Size +1, BAB +4, Weapon Focus +1, Finesse +5, Enhancement +1 / Damage: +5 from Dex via ‚Fencing Grace‘, Enhancement +1, + 2 Haunt Collector Champion Seance Boon

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Katswiri is slow to notice what is happening, but when she reacts she pokes her head into the room, sees how packed everything is, and follows back behind Claremgard.
Just a move, noone's hurt, there isn't room for her to melee or sound burst, and it looks like things are probably under control. =)

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The old cultist has little chance to mount a real offensive as the group rushes into the room. He is battered and bleeding from the first attacks but Tabar ensure he falls into an unconscious heap on the floor.
From inside the secret room, there are viewing slots into all the other major rooms. Laying close to the dying cultist is a desiccated corpse with a gleaming necklace.

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Tabar tries to stabilize the man!
Heal dc 15 : 1d20 - 1 ⇒ (1) - 1 = 0
“Oh no!! I think he’s bleeding even more. Can someone stabilize this weak human?!?“ he shouts.
He then looks around.
perception : 1d20 + 9 ⇒ (13) + 9 = 22

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"I am sorry, but the healing arts are beyond me."
Detect magic.

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Fine! I'll heal him...but if he tries to kill us again, I'm not going to hesitate to blast him again... Carlin says as she grinds her teeth. She mumbles a short prayer to Sarenrae and a warm glow covers the man, closing the wounds a bit, but slowly.
celestial healing...yes, it is one of my known spells...weird for a blaster, right? She then examines the necklace.
spellcraft: 1d230 + 9 ⇒ (6) + 9 = 15assuming it is magic that is

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The cultist comes too after a few moments of the celestial energy stitching his wounds together. His eyes slowly open and he starts to grab for his pouch but stops when he realizes he is surrounded. Instead he growls, "What?! More heretics, leaving me alive?"
As Carlin reaches in to examine the necklace closer, the body fades away into sand but the necklace remains. Upon closer inspection, it may not be magical but it is certainly valuable due to the size of the fire opal.

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Papa notices underneath the body and now sand pile are a pair of magical boots emanating a transmutation aura.

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Did the cultist turn to sand?
“Hey Mr, you attacked us first!! So tell us why you did that? Who are you? What do you do here? My name is Tabar and I am from the Hao Jin tapestry! I think that we can help each other!“ he says and tries to grin.
diplomacy : 1d20 + 13 ⇒ (16) + 13 = 29

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Spellcraft: 1d20 + 11 ⇒ (14) + 11 = 25

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As Carlin reaches in to examine the necklace closer, the body fades away into sand but the necklace remains. Upon closer inspection, it may not be magical but it is certainly valuable due to the size of the fire opal.
"What devilry is this!?" Claremguard cries as the body fades away into sand.
With the threat gone and few other clues around, the paladin move to the next door and inspects it for traps or signs of threats beyond.
Perception: 1d20 + 0 ⇒ (13) + 0 = 13

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Sorry, it wasn't the cultist that turned to sand but rather the desiccated corpse next to him. A mummy with shiny boots.
"I am Gali Sinquil, DEVOTED of Moloch! I serve Moloch here! He works through Qadira and rules over Malebolge! Serving him will take me to his promised paradise! " Gali essentially yells as if giving a sermon or sales pitch.
Papa identifies the magical items as Boots of Elvenkind, that could make the wearer more agile. The disappearing corpse wasn't magical itself and likely just disintegrated due to the vast amount of time it was suspended in the dunes.
At the next door, Claremguard doesn't sense a trap or see any danger from the otherside (if peeking through the viewhole of the secret room).

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Tabar’s reaction is clearly surprise.
“Ehhh … how are you not dead? I mean how long are you serving Moloch? And can you tell us more about moloch?“

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You don't have Moloch to thank for you still being able to breathe...you can thank me for that...and my goddess Sarenrae. I'll let you ponder on that for a moment or two... Carlin says with a sly grin as she goes to check out the boots. Upon hearing Papa's answer, she nods in agreement.
I was still a bit fuzzy after that pest hit me with whatever it was. Good job, Papa...

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Seeing no danger, Claremguard urges his allies to follow. Once they assemble nearby, he tries to open the doors.
No lock picking skills, but he can push.
Strength if necessary: 1d20 + 3 ⇒ (9) + 3 = 12

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"Allow me to try."
Strength: 1d20 + 3 ⇒ (19) + 3 = 22

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"Never mind Moloch" Boom Sticks says after he recovers from his brief exertion. "What about the bridge? Tell us about the other guardians of this place Gali Sinquil! We know there's a bridge guardian, but what is it?"